This thread is for the Zelda III Online programming team to spread information. Most of anyone who wishs to join the team. The game is going to be written in Direct 3D (probably 8.0).
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This thread is for the Zelda III Online programming team to spread information. Most of anyone who wishs to join the team. The game is going to be written in Direct 3D (probably 8.0).
OK.... well, what do we need first? I can start over the weekend...
I too can contribute this weekend, but where to start? :)
after looking the stuff over, I still don't have a good idea as to where we should begin the coding!
:(
Dang :(. We kinda need to know where to begin before we can begin. (Just don't ask me why this is true ;))
i would like to say some thing
you can start to code a engine or wraper
for your game:rolleyes:
Well, I dont know how to make an engine, so what else can i do?
It ends up that my parents had some plans. I will not be at home this weekend. Although I will have a laptop, it doesn't have acess to the web, and it doesn't have VB (or enough room for it).
how about you start assigning jobs.... I am really really bored right now :)
I could make some art or something...
Or if your on right now, lets play sc bw(starcraft broodwar)
I made a login form, just cause i got bored... and it also has a cool
pic to go with it :)
hope you like it...
Gaming, those problems are on your screen. You'll need to open up the OSD for your monitor and change the Pincushion value for the resolution you're having difficulties with.
Will some one tell me? I posted the question right
before Sastraxi...
Flame_211, I don't know. (Is that a good enough answer?)
Sastraxi, Where in the OSD?
well I am really knew to this here and I don't know about any of your progress, but I think the best place to start is the server - client thing. I would do that without using any directX yet except for if you use it for the connection (Dplay). Than I would start creating the first more graphical client and than you will probably already have enough problems that you will know what to do next anyways :)
I feel that we should do everything we can in directx (using d3d, dplay, dmusic, dsound, ect).
OK, It's sounds good to me...
What do you guys think of these graphics for the game? They are meant to be for after you enter a game and are playing. I am currently working on a sample program for them.
What graphics?
haha I felt so dumb because I do not know either, I didn't dare to ask though :)
After reading this thread, I have to tell you guys:
This project will never finish.
This has more than one reason:
1) VB is not a "great" platform for writing Big Commercial Online Games...
2) The name ZELDA is TradeMarked/CopyRighted and Registred. You'll never get away with that...
3) You need professionals for Game programming
4) If you don't sort out who does what you'll keep running around doing nothing
5) If none of you know what an "engine" or "game-enigine" is, give it up
6) The graphics are soooooo default photoshop-like.. Nothing special to me.
7) Why not make some "scenario" or "storyboard"? Use some (pen-drawn) sketches with them...
8) There are no guidelines: Is it going to be played by keyboard or joytick/gamepad? Or is this configurable? What resolutions are going to be used? What are the Tile sizes (Zelda-like games work with Tiles). etc. etc.
9) Why use a ANIMATED gif for the "intro" screen? Why not fade-in and out from code? This saves a lot of space for the final game (which again, will never happen if you ask me)....
10)....
11)....
...
...
999)...
I'm sorry guys. All I want to say that if ANY commercial company would have started like this pathetic attempt then 3d Realms, 3do Company, acclaim, activision, bitmap Brothers, blizzard, bluebyte, bullfrog, bungie, codemasters, disney, dreamworks, eidos, electronic Arts, epic Games, gremlin, hasbro, id Software, infogrames, interplay, konami, lucasarts, maxis, microprose, microsoft, mindscape, monolith, novalogic, origin, rage, sierra, team 17, thq, ubi Soft, westwood and lots of others would NEVER have come off the ground....
My Advice: Try again after getting some experience with other languages, programming in general and programming in games...
Look at the credits screen for ANY games. Most of them were made by teams of 50 to 250 people! Why would 5 "happy campers" be able to create Zelda3 Online?
1)VB is not a great platform for creating online games. Everyone knows that. It doesnt make it impossible to create good games with it. Sentience is certainly a prime example.Quote:
Originally posted by RobIII
After reading this thread, I have to tell you guys:
This project will never finish.
This has more than one reason:
1) VB is not a "great" platform for writing Big Commercial Online Games...
2) The name ZELDA is TradeMarked/CopyRighted and Registred. You'll never get away with that...
3) You need professionals for Game programming
4) If you don't sort out who does what you'll keep running around doing nothing
5) If none of you know what an "engine" or "game-enigine" is, give it up
6) The graphics are soooooo default photoshop-like.. Nothing special to me.
7) Why not make some "scenario" or "storyboard"? Use some (pen-drawn) sketches with them...
8) There are no guidelines: Is it going to be played by keyboard or joytick/gamepad? Or is this configurable? What resolutions are going to be used? What are the Tile sizes (Zelda-like games work with Tiles). etc. etc.
9) Why use a ANIMATED gif for the "intro" screen? Why not fade-in and out from code? This saves a lot of space for the final game (which again, will never happen if you ask me)....
10)....
11)....
...
...
999)...
I'm sorry guys. All I want to say that if ANY commercial company would have started like this pathetic attempt then 3d Realms, 3do Company, acclaim, activision, bitmap Brothers, blizzard, bluebyte, bullfrog, bungie, codemasters, disney, dreamworks, eidos, electronic Arts, epic Games, gremlin, hasbro, id Software, infogrames, interplay, konami, lucasarts, maxis, microprose, microsoft, mindscape, monolith, novalogic, origin, rage, sierra, team 17, thq, ubi Soft, westwood and lots of others would NEVER have come off the ground....
My Advice: Try again after getting some experience with other languages, programming in general and programming in games...
Look at the credits screen for ANY games. Most of them were made by teams of 50 to 250 people! Why would 5 "happy campers" be able to create Zelda3 Online?
2)Everyone who participates here knows that Zelda 3 is a working name, not a final name.
3) Wow.... just... Wow.
4) Things dont get sorted out in 4 seconds. trust me.
5) You dont need a game engine to create a game. A game engine is there to be reusable.
6) Nobody creates final artwork before a line of code is written. Not even Blizzard.
7) You would be pretty foolish to create a story for an online game....
8) It takes time to create a design document. They dont just appear.
9) See number 6.
10) ...
11) ...
999) ...
Didnt Hasbro start out making toys? Wasnt every game company made up of amateurs before becoming commercial developers?
Basically all your post has told me is that you know next to nothing about game development. Try to get out of your box before telling people what they can or cant do.
Z.
I got 2 words for you...
Screw You...
(By the way, this is for RobIII)
btw where can I see those graphics now? still haven't found them.
I have been having trouble with getting them uploaded. I will upload them to www.kaynor.net/games/temp.zip
They are big (459K). When I posted that message I was having difficulies with my comp & internet.
it says invalid archive when i open it...
same here
The reason why is that it can only upload around 17% of the file. I can't get it to upload properly. I will have to upload it to 7 differnt posts...
2
3
4
5
6
7
This one is too big to post. The other pictures basicly show what is on this one though.
I am also working on a program to use these. The disgin isn't complete yet, as it will need stuff such as buttons. The health and mana (magic) bars are in the pictures though.
well I think those graphics are really not worth a lot.
I am sorry to say that and I know I am not involved into this here, but I looked at those bars and they really look like a hotoshop 10second try. And those Mana and health parts don't really have any meaning they are just colorful, while most games use some kind of progressbar or glass or something like that, and what makes those graphics look good is the shadow, but how do you want to program this shadow into the game that nice? I know you can do it, but I doubt you want to keep it in those basic graphic files.
Same here. Default photoshop actions/effects. You didn't have to post the gfx for the color variations, we could've guessed them :D
Some defaul "bevel & emboss" and "pattern" effect don't make great gfx. You have to put some work in...
Sorry buddy...
Oh, and why didn't you save them as GIF or JPEG, as the size would've been many times smaller. I'll post an example.... Hang on :p
Tadaaaaaaaa :D
how about this for one of the bars?
or perhaps this one......